#Eyeroll on head angles - how to approach?
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What do you mean?
Uuuh.... this looks intense. I'm a beginner, this is my first model
Oh ok! Where would you put it?
I have a feeling it's a hierarchy issue, but I'm too inexperienced to figure out what the best practice would be
It looks like permutation issue
We don't recommend using a deformer on more than 2 paramaters. Once you keyed two parameters, you made a new deformer.
In most cases, you will want one deformer per parameter but in X/Y movement you can make it two since you can easily synthesize it.
Ok I see. Can you explain a little more? Where would I put the eyeball movement then?
I key head XY on a deformer covering both entire eyes, then the pupil movement on a child deformer.
Would you mind sending a screenshot of the hierarchy?
Bigger movement, the parent they are.
So Eyeball XY is a child to Angle XY
Angle XY
| Eyeball XY
So Angle XY is the head movement here, yes?
You need to keep in mind that parent deformer should always bigger than the child
Yep
I see I see
Thank you!! โค๏ธ
So where do you handle the eyeroll here? eyeball xy I assume only covers XY, where do you do eyeroll?
what do you mean eyeroll?
How do you mean?
eyeball X-Y is the full movement of the eyeball in all directions
And those deformers do not handle the Angle X and Angle Y I assume? Where DO you handle Angle X and Angle Y for the eyes?
On the Eye_XY? For both eyes?
angleX-Y shoulw only be the parent one
do you remember the hierarchy i showed you last night
angleX-Y was only rigged on the parent that contain both eyes inside
Hm I think I tried that yesterday but it warped stuff for me... let me try again
what you mean it warped?
I deleted the thread I had unfortunately...
Lemme try this again :))
Yeah, here, this is what I mean:
can you select the deformer again
Eyes XY?>
yes
I'm 2 seconds away from paying someone to sit down with me for an hour to figure out what I'm missing here ๐
lololol depends how much you pay that sound like an interesting idea
here is something i notice there is an issue, the middle part of the warp is really not "centered"
and the rest of the warp doesnt have much deformation so it looks a little flat
Honestly, if I can't figure this out in the next half hour.... ๐ 30 bucks? Depending on how long it takes to fix more? lol
For sure, it's rough, but I just put it down quickly to illustrate my issue. It seems like there is something fundamental going on to produce this warping on the eye roll, so I want to figure out what I'm missing before finetuning it
ok first of all
your eye roll means = eyeball X-Y movement? because if so yes totally the fact you are stretching areas of the warp is the issue
yes eyeball X-Y
and is not like you need as many divisions
sometimes having too much divisions on warp if you dont have enought practice with them, it becames bad
let me look for a model in semi-realism style so i can show you an example
this area for example is too wide
also, because you are moving on X axis, there is no really a need to deform up-down the piece
I'm just not understanding WHERE the super crazy warping is occuring, because it doesn't seem to be the Eyes XY? Like, divisions excluded, I suppose you're correct there, the mesh doesn't seem to be all that chaotic to justify THIS warbleness on the iris?
ok first, lets stop moving parameters until we do the ones we are working well first
this happends because of the distance inside each square on the warp mesh
It's just how Merely Wufeii has done it ๐ฆ she seems to have some mild deforming on her head XY mesh which warps the eye skin also.
๐ฅด
lets use this as reference, this is a deformer for angle_XY of eyes [i know i use the most transparent warp possible, im sorry for that]]
No worries!
i want you to pay attention to 3 things
first, the linne of the middle is what tells you where the Nose Is
second, the 2 Beziers [green cross] that are almost over the center of the eyes tells you the center of the pupil
when angleX is at max, the middle line is still in the middle of the distance of the eyes,
and you can see there is not up-down deformations, all deformation here is on X axis, also the sides of the warp font get too far from the face [[that would create weird stretchs like the ones you are having]]
the more uniform you can work, the less issues you will have later on
hierarchy issue would be depends on how you made the hierarchy
Hierarchy you want to make sure child deformers never move out of parent deformer
this is a more anime example
here for example you can see that i used the middle area of the warp to just slightly simulate a nose
[[now, i will tell you something, this deformer are only for the eyeballs, i dont do it for the full eye
if you use 1 only deformer for both, eye pieces and eyeball, its more tricky
hmmm
What's the easiest way for me to redo the eyeball X-Y?
Is there a way to reset them all?
this for example is my deformer for the eye pieces [not eyeball]
here you can see that i made the deformer to "follow the face curves"
Do you know what the best workflow would be to redo the eyeball XY?
As in, get rid of the current state and redo it?
i would put all at default and just delete the rig [green dots] and do them again
this things are really tricky when we are learning them so dont worry if you feel you have to redo and stuff
It makes me feel very stupid but that's ok LOL That's what learning does, right?
if it makes you feel better, thats the way you learn more
Deleting the green dots (keyframes?) jsut removes the whole rig, right?
yeah, it sucks, i can tell you how much i tried to not redo something because i was stuck at it for days
I appreciate your help so much!
Hooow.... do I get it back? As in, see it? ๐ฎ
Deleted these keyframes and now it's this lol
ok
you have you delete all the greendots, not only one
thats why it disapeared
this right now is known as "broken parameter"
aha! Got it ๐
Thank you!
When I get this model done, I swear Imma venmo you a hundred bucks or something
awwww i will use it to buy instant noodles to celebrate your model